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Allows combat robots that expire due to their lifespan ending to drop a shell that can be refilled to recreate the capsule, to decrease the end cost of using them as long as they aren't destroyed.
Mods introducing new content into the game.
Bigger Radar ranges. Taking no credit for the mod. Quick version bump for 2.0 compatibility. Will take it down when the original mod gets updated by V453000.
Small changes concerning balance, gameplay, or graphics.
Overhauls certain combat mechanics. Walls block most enemy projectiles such as spitters and enemy shotgun shells. Your projectiles can still go over your own walls. Units and structures are assigned the appropriate biological/mechanical and flying/ground-unit/ground-static tags so that can be affected by or immune to certain effects. Has multiple mod options including things like flying units and vehicles to not be affected by acid pools on the ground.
Small changes concerning balance, gameplay, or graphics.
Adds a Navigation Beacon, which when placed on a Space Platform, will cause players to automatically chart their Remote View on planets that the nav beacon orbits. When placed on a planet, it simply acts as a strong radar.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Makes research that uses an exponential function instead scale linearly. Uses regex, so should work with most mods.
Small changes concerning balance, gameplay, or graphics.
Stops the vanilla character idle animations from activating, so he doesn't turn his head.
Small changes concerning balance, gameplay, or graphics.
New locomotives that run on electricity, that gets provided by special providers. Modders can add there own locomotives & providers.
Mods introducing new content into the game.
Beacon rebalance mod that emulates the balance of Space Exploration's beacons, including the overload mechanic. (Now with Krastorio 2 and Bob's/SeaBlock compatibility!)
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
A light bot start with basic modular armour, a pair of roboports, a few bots, and equipment to power them. (Compatible with Factorio 2.0)
Small changes concerning balance, gameplay, or graphics.
Check what your circuits are up to, by showing wire signals over programmable speakers
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Infinite Resources for Factorio the newest Factorio Version.
Small changes concerning balance, gameplay, or graphics.
Fork of original version of Mechanicus by markmen494 compatible with Factorio 2.0. For the glory of the machine god. A character skin that brings the glory of the Omnissiah to an unexploited world
Small changes concerning balance, gameplay, or graphics.
Small changes concerning balance, gameplay, or graphics.
Inserters of all kinds don't use any power. That's it. Based on an older mod, but with rewritten code. Thanks to DellAquila and Rotn240 for the original mod. Big thanks to Notnotmelon for coding help.
Small changes concerning balance, gameplay, or graphics.
Program circuit network logic using FAL, a Factorio Assembly Language. Has FAL's in-game compact wiki with a pdf reference file. Author: Luke Perkin. Modified by ZwerOxotnik and by contributors. Anyone can translate the mod on Crowdin. https://crowdin.com/project/factorio-mods-localization
Mods introducing new content into the game.
Makes the range of turrets modifiable so that perimeter defenses are easier
Small changes concerning balance, gameplay, or graphics.
Mods introducing new content into the game.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Original mod by DellAquila. A expensive wall and gate that are indestructible. Changed recepie
Small changes concerning balance, gameplay, or graphics.